Search Results

Search found 389 results on 16 pages for 'dword'.

Page 8/16 | < Previous Page | 4 5 6 7 8 9 10 11 12 13 14 15  | Next Page >

  • time issue in render libgdx [duplicate]

    - by jaysingh
    This question is an exact duplicate of: time issue in render libgdx [duplicate] pls. help how to implement this loop in render method next_game_tick and GetTickCount(); always contain same time value. so position never updated @Override public void render() { float deltaTime = Gdx.graphics.getDeltaTime(); Update(deltaTime); Render(deltaTime); } const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; bool game_is_running = true; while( game_is_running ) { loops = 0; while( GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update_game(); next_game_tick += SKIP_TICKS; loops++; } display_game(); }

    Read the article

  • time issue in render libgdx [duplicate]

    - by jaysingh
    This question is an exact duplicate of: deWitters Game loop in libgdx(Android) pls. help how to implement this loop in render method next_game_tick and GetTickCount(); always contain same time value so player position not updated. @Override public void render() { float deltaTime = Gdx.graphics.getDeltaTime(); Update(deltaTime); Render(deltaTime); } const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; bool game_is_running = true; while( game_is_running ) { loops = 0; while( GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update_game(); next_game_tick += SKIP_TICKS; loops++; } display_game(); }

    Read the article

  • How to send messages between c++ .dll and C# app using named pipe?

    - by Gal
    I'm making an injected .dll written in C++, and I want to communicate with a C# app using named pipes. Now, I am using the built in System.IO.Pipe .net classes in the C# app, and I'm using the regular functions in C++. I don't have much experience in C++ (Read: This is my first C++ code..), tho I'm experienced in C#. It seems that the connection with the server and the client is working, the only problem is the messaged aren't being send. I tried making the .dll the server, the C# app the server, making the pipe direction InOut (duplex) but none seems to work. When I tried to make the .dll the server, which sends messages to the C# app, the code I used was like this: DWORD ServerCreate() // function to create the server and wait till it successfully creates it to return. { hPipe = CreateNamedPipe(pipename,//The unique pipe name. This string must have the following form: \\.\pipe\pipename PIPE_ACCESS_DUPLEX, PIPE_TYPE_MESSAGE | PIPE_READMODE_MESSAGE | PIPE_NOWAIT, //write and read and return right away PIPE_UNLIMITED_INSTANCES,//The maximum number of instances that can be created for this pipe 4096 , // output time-out 4096 , // input time-out 0,//client time-out NULL); if(hPipe== INVALID_HANDLE_VALUE) { return 1;//failed } else return 0;//success } void SendMsg(string msg) { DWORD cbWritten; WriteFile(hPipe,msg.c_str(), msg.length()+1, &cbWritten,NULL); } void ProccesingPipeInstance() { while(ServerCreate() == 1)//if failed { Sleep(1000); } //if created success, wait to connect ConnectNamedPipe(hPipe, NULL); for(;;) { SendMsg("HI!"); if( ConnectNamedPipe(hPipe, NULL)==0) if(GetLastError()==ERROR_NO_DATA) { DebugPrintA("previous closed,ERROR_NO_DATA"); DisconnectNamedPipe(hPipe); ConnectNamedPipe(hPipe, NULL); } Sleep(1000); } And the C# cliend like this: static void Main(string[] args) { Console.WriteLine("Hello!"); using (var pipe = new NamedPipeClientStream(".", "HyprPipe", PipeDirection.In)) { Console.WriteLine("Created Client!"); Console.Write("Connecting to pipe server in the .dll ..."); pipe.Connect(); Console.WriteLine("DONE!"); using (var pr = new StreamReader(pipe)) { string t; while ((t = pr.ReadLine()) != null) { Console.WriteLine("Message: {0}",t); } } } } I see that the C# client connected to the .dll, but it won't receive any message.. I tried doing it the other way around, as I said before, and trying to make the C# send messages to the .dll, which would show them in a message box. The .dll was injected and connected to the C# server, but when It received a message it just crashed the application it was injected to. Please help me, or guide me on how to use named pipes between C++ and C# app

    Read the article

  • Access Violation Using memcpy or Assignment to an Array in a Struct

    - by Synetech inc.
    Hi, I wrote a program last night that worked just fine but when I refactored it today to make it more extensible, I ended up with a problem. The original version had a hard-coded array of bytes. After some processing, some bytes were written into the array and then some more processing was done. To avoid hard-coding the pattern, I put the array in a structure so that I could add some related data and create an array of them. However now, I cannot write to the array in the structure. Here’s a pseudo-code example: main() { char pattern[]="\x32\x33\x12\x13\xba\xbb"; PrintData(pattern); pattern[2]='\x65'; PrintData(pattern); } That one works but this one does not: struct ENTRY { char* pattern; int somenum; }; main() { ENTRY Entries[] = { {"\x32\x33\x12\x13\xba\xbb\x9a\xbc", 44} , {"\x12\x34\x56\x78", 555} }; PrintData(Entries[0].pattern); Entries[0].pattern[2]='\x65'; //0xC0000005 exception!!! :( PrintData(Entries[0].pattern); } The second version causes an access violation exception on the assignment. I’m sure it’s because the second version allocates memory differently, but I’m starting to get a headache trying to figure out what’s what or how to get fix this. (I’m currently working around it by dynamically allocating a buffer of the same size as the pattern array, copying the pattern to the new buffer, making the changes to the buffer, using the buffer in the place of the pattern array, and then trying to remember to free the—temporary—buffer.) (Specifically, the original version cast the pattern array—+offset—to a DWORD* and assigned a DWORD constant to it to overwrite the four target bytes. The new version cannot do that since the length of the source is unknown—may not be four bytes—so it uses memcpy instead. I’ve checked and re-checked and have made sure that the pointers to memcpy are correct, but I still get an access violation. I use memcpy instead of str(n)cpy because I am using plain chars (as an array of bytes), not Unicode chars and ignoring the null-terminator. Using an assignment as above causes the same problem.) Any ideas? Thanks a lot.

    Read the article

  • Issues passing values to shader

    - by numerical25
    I am having issues passing values to my shader. My application compiles fine, but my cube object won't shade. Below is majority of my code. Most of my code for communicating with my shader is in createObject method myGame.cpp #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); //rotationAngleY += (float)D3DX_PI * 0.002f; //rotationAngleX += (float)D3DX_PI * 0.001f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(10.0f, 10.0f, 10.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And below is my shader effect.fx matrix Projection; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Color = Color; psInput.Normal = Normal; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } }

    Read the article

  • a problem in socks.h

    - by janathan
    i use this (http://www.codeproject.com/KB/IP/Socks.aspx) lib in my socket programing in c++ and copy the socks.h in include folder and write this code: include include include include include include "socks.h" define PORT 1001 // the port client will be connecting to define MAXDATASIZE 100 static void ReadThread(void* lp); int socketId; int main(int argc, char* argv[]) { const char temp[]="GET / HTTP/1.0\r\n\r\n"; CSocks cs; cs.SetVersion(SOCKS_VER4); cs.SetSocksPort(1080); cs.SetDestinationPort(1001); cs.SetDestinationAddress("192.168.11.97"); cs.SetSocksAddress("192.168.11.97"); //cs.SetVersion(SOCKS_VER5); //cs.SetSocksAddress("128.0.21.200"); socketId = cs.Connect(); // if failed if (cs.m_IsError) { printf( "\n%s", cs.GetLastErrorMessage()); getch(); return 0; } // send packet for requesting to a server if(socketId > 0) { send(socketId, temp, strlen(temp), 0); HANDLE ReadThreadID; // handle for read thread id HANDLE handle; // handle for thread handle handle = CreateThread ((LPSECURITY_ATTRIBUTES)NULL, // No security attributes. (DWORD)0, // Use same stack size. (LPTHREAD_START_ROUTINE)ReadThread, // Thread procedure. (LPVOID)(void*)NULL, // Parameter to pass. (DWORD)0, // Run immediately. (LPDWORD)&ReadThreadID); WaitForSingleObject(handle, INFINITE); } else { printf("\nSocks Server / Destination Server not started.."); } closesocket(socketId); getch(); return 0; } // Thread Proc for reading from server socket. static void ReadThread(void* lp) { int numbytes; char buf[MAXDATASIZE]; while(1) { if ((numbytes=recv(socketId, buf, MAXDATASIZE-1, 0)) == -1) { printf("\nServer / Socks Server has been closed Receive thread Closed\0"); break; } if (numbytes == 0) break; buf[numbytes] = '\0'; printf("Received: %s\r\n",buf); send(socketId,buf,strlen(buf),0); } } but when compile this i get an error . pls help me thanks

    Read the article

  • Unit finalization order for application, compiled with run-time packages?

    - by Alexander
    I need to execute my code after finalization of SysUtils unit. I've placed my code in separate unit and included it first in uses clause of dpr-file, like this: project Project1; uses MyUnit, // <- my separate unit SysUtils, Classes, SomeOtherUnits; procedure Test; begin // end; begin SetProc(Test); end. MyUnit looks like this: unit MyUnit; interface procedure SetProc(AProc: TProcedure); implementation var Test: TProcedure; procedure SetProc(AProc: TProcedure); begin Test := AProc; end; initialization finalization Test; end. Note that MyUnit doesn't have any uses. This is usual Windows exe, no console, without forms and compiled with default run-time packages. MyUnit is not part of any package (but I've tried to use it from package too). I expect that finalization section of MyUnit will be executed after finalization section of SysUtils. This is what Delphi's help tells me. However, this is not always the case. I have 2 test apps, which differs a bit by code in Test routine/dpr-file and units, listed in uses. MyUnit, however, is listed first in all cases. One application is run as expected: Halt0 - FinalizeUnits - ...other units... - SysUtils's finalization - MyUnit's finalization - ...other units... But the second is not. MyUnit's finalization is invoked before SysUtils's finalization. The actual call chain looks like this: Halt0 - FinalizeUnits - ...other units... - SysUtils's finalization (skipped) - MyUnit's finalization - ...other units... - SysUtils's finalization (executed) Both projects have very similar settings. I tried a lot to remove/minimize their differences, but I still do not see a reason for this behaviour. I've tried to debug this and found out that: it seems that every unit have some kind of reference counting. And it seems that InitTable contains multiply references to the same unit. When SysUtils's finalization section is called first time - it change reference counter and do nothing. Then MyUnit's finalization is executed. And then SysUtils is called again, but this time ref-count reaches zero and finalization section is executed: Finalization: // SysUtils' finalization 5003B3F0 55 push ebp // here and below is some form of stub 5003B3F1 8BEC mov ebp,esp 5003B3F3 33C0 xor eax,eax 5003B3F5 55 push ebp 5003B3F6 688EB50350 push $5003b58e 5003B3FB 64FF30 push dword ptr fs:[eax] 5003B3FE 648920 mov fs:[eax],esp 5003B401 FF05DCAD1150 inc dword ptr [$5011addc] // here: some sort of reference counter 5003B407 0F8573010000 jnz $5003b580 // <- this jump skips execution of finalization for first call 5003B40D B8CC4D0350 mov eax,$50034dcc // here and below is actual SysUtils' finalization section ... Can anyone can shred light on this issue? Am I missing something?

    Read the article

  • Temporarily impersonate and enable privileges?

    - by Luke
    We maintain a DLL that does a lot of system-related things; traversing the file system, registry, etc. The callers of this DLL may or may not be using impersonation. In order to better support all possible scenarios I'm trying to modify it to be smarter. I'll use the example of deleting a file. Currently we just call DeleteFile(), and if that fails that's the end of that. I've come up with the following: BOOL TryReallyHardToDeleteFile(LPCTSTR lpFileName) { // 1. caller without privilege BOOL bSuccess = DeleteFile(lpFileName); DWORD dwError = GetLastError(); if(!bSuccess && dwError == ERROR_ACCESS_DENIED) { // failed with access denied; try with privilege DWORD dwOldRestorePrivilege = 0; BOOL bHasRestorePrivilege = SetPrivilege(SE_RESTORE_NAME, SE_PRIVILEGE_ENABLED, &dwOldRestorePrivilege); if(bHasRestorePrivilege) { // 2. caller with privilege bSuccess = DeleteFile(lpFileName); dwError = GetLastError(); SetPrivilege(SE_RESTORE_NAME, dwOldRestorePrivilege, NULL); } if(!bSuccess && dwError == ERROR_ACCESS_DENIED) { // failed with access denied; if caller is impersonating then try as process HANDLE hToken = NULL; if(OpenThreadToken(GetCurrentThread(), TOKEN_QUERY | TOKEN_IMPERSONATE, TRUE, &hToken)) { if(RevertToSelf()) { // 3. process without privilege bSuccess = DeleteFile(lpFileName); dwError = GetLastError(); if(!bSuccess && dwError == ERROR_ACCESS_DENIED) { // failed with access denied; try with privilege bHasRestorePrivilege = SetPrivilege(SE_RESTORE_NAME, SE_PRIVILEGE_ENABLED, &dwOldRestorePrivilege); if(bHasRestorePrivilege) { // 4. process with privilege bSuccess = DeleteFile(lpFileName); dwError = GetLastError(); SetPrivilege(SE_RESTORE_NAME, dwOldRestorePrivilege, NULL); } } SetThreadToken(NULL, hToken); } CloseHandle(hToken); hToken = NULL; } } } if(!bSuccess) { SetLastError(dwError); } return bSuccess; } So first it tries as the caller. If that fails with access denied, it temporarily enables privileges in the caller's token and tries again. If that fails with access denied and the caller is impersonating, it temporarily unimpersonates and tries again. If that fails with access denied, it temporarily enables privileges in the process token and tries again. I think this should handle pretty much any situation, but I was wondering if there was a better way to achieve this? There are a lot of operations that we would potentially want to use this method (i.e. pretty much any operation that accesses securable objects).

    Read the article

  • Printf in assembler doesn't print

    - by Gaim
    Hi there, I have got a homework to hack program using buffer overflow ( with disassambling, program was written in C++, I haven't got the source code ). I have already managed it but I have a problem. I have to print some message on the screen, so I found out address of printf function, pushed address of "HACKED" and address of "%s" on the stack ( in this order ) and called that function. Called code passed well but nothing had been printed. I have tried to simulate the environment like in other place in the program but there has to be something wrong. Do you have any idea what I am doing wrong that I have no output, please? Thanks a lot EDIT: This program is running on Windows XP SP3 32b, written in C++, Intel asm there is the "hack" code CPU Disasm Address Hex dump Command Comments 0012F9A3 90 NOP ;hack begins 0012F9A4 90 NOP 0012F9A5 90 NOP 0012F9A6 89E5 MOV EBP,ESP 0012F9A8 83EC 7F SUB ESP,7F ;creating a place for working data 0012F9AB 83EC 7F SUB ESP,7F 0012F9AE 31C0 XOR EAX,EAX 0012F9B0 50 PUSH EAX 0012F9B1 50 PUSH EAX 0012F9B2 50 PUSH EAX 0012F9B3 89E8 MOV EAX,EBP 0012F9B5 83E8 09 SUB EAX,9 0012F9B8 BA 1406EDFF MOV EDX,FFED0614 ;address to jump, it is negative because there mustn't be 00 bytes 0012F9BD F7DA NOT EDX 0012F9BF FFE2 JMP EDX ;I have to jump because there are some values overwritten by the program 0012F9C1 90 NOP 0012F9C2 0090 00000000 ADD BYTE PTR DS:[EAX],DL 0012F9C8 90 NOP 0012F9C9 90 NOP 0012F9CA 90 NOP 0012F9CB 90 NOP 0012F9CC 6C INS BYTE PTR ES:[EDI],DX ; I/O command 0012F9CD 65:6E OUTS DX,BYTE PTR GS:[ESI] ; I/O command 0012F9CF 67:74 68 JE SHORT 0012FA3A ; Superfluous address size prefix 0012F9D2 2069 73 AND BYTE PTR DS:[ECX+73],CH 0012F9D5 203439 AND BYTE PTR DS:[EDI+ECX],DH 0012F9D8 34 2C XOR AL,2C 0012F9DA 2066 69 AND BYTE PTR DS:[ESI+69],AH 0012F9DD 72 73 JB SHORT 0012FA52 0012F9DF 74 20 JE SHORT 0012FA01 0012F9E1 3120 XOR DWORD PTR DS:[EAX],ESP 0012F9E3 6C INS BYTE PTR ES:[EDI],DX ; I/O command 0012F9E4 696E 65 7300909 IMUL EBP,DWORD PTR DS:[ESI+65],-6F6FFF8D 0012F9EB 90 NOP 0012F9EC 90 NOP 0012F9ED 90 NOP 0012F9EE 31DB XOR EBX,EBX ; hack continues 0012F9F0 8818 MOV BYTE PTR DS:[EAX],BL ; writing 00 behind word "HACKED" 0012F9F2 83E8 06 SUB EAX,6 0012F9F5 50 PUSH EAX ; address of "HACKED" 0012F9F6 B8 3B8CBEFF MOV EAX,FFBE8C3B 0012F9FB F7D0 NOT EAX 0012F9FD 50 PUSH EAX ; address of "%s" 0012F9FE B8 FFE4BFFF MOV EAX,FFBFE4FF 0012FA03 F7D0 NOT EAX 0012FA05 FFD0 CALL EAX ;address of printf This code is really ugly because I am new in assembler and there mustn't be null bytes because of buffer-overflow bug

    Read the article

  • NetUserGetLocalGroups - how to call it?

    - by SteveL
    Hi, I am using Delphi 2010, latest version (from repository) of JEDI WinAPI and Windows Security Code Library (WSCL). I don't know how to call the NetUserSetGroups function. The way I am doing it, it is throwing an exception: Access violation at address 5B8760BE in module 'netapi32.dll'. Write of address 00000000. Following is my code: unit uFunc; interface uses Windows, SysUtils, JwaWindows, JwsclSid, Classes; function UserExists(const username: PChar): boolean; stdcall; function AddUser(const username, password: PChar; resetpassword: boolean): boolean; stdcall; //function AddLogonAsAService(ID: pchar): boolean; implementation uses Dialogs; // Returns true if the username exists on the local computer function UserExists(const username: PChar): boolean; stdcall; var NetApiStatus: NET_API_STATUS; ui: PUSER_INFO_0; begin NetApiStatus := NetUserGetInfo(nil, PWideChar(username), 0, PByte(ui)); if Assigned(ui) then NetApiBufferFree(ui); if (NetApiStatus <> NERR_Success) and (NetApiStatus <> NERR_UserNotFound) then RaiseLastOSError(NetApiStatus); Result := (NetApiStatus = NERR_Success); end; function AddPrivilegeToAccount(AAccountName, APrivilege: String): DWORD; var lStatus: TNTStatus; lObjectAttributes: TLsaObjectAttributes; lPolicyHandle: TLsaHandle; lPrivilege: TLsaUnicodeString; lSid: PSID; lSidLen: DWORD; lTmpDomain: String; lTmpDomainLen: DWORD; lTmpSidNameUse: TSidNameUse; lPrivilegeWStr: String; begin ZeroMemory(@lObjectAttributes, SizeOf(lObjectAttributes)); lStatus := LsaOpenPolicy(nil, lObjectAttributes, POLICY_LOOKUP_NAMES, lPolicyHandle); if lStatus <> STATUS_SUCCESS then begin Result := LsaNtStatusToWinError(lStatus); Exit; end; try lTmpDomainLen := DNLEN; // In 'clear code' this should be get by LookupAccountName SetLength(lTmpDomain, lTmpDomainLen); lSidLen := SECURITY_MAX_SID_SIZE; GetMem(lSid, lSidLen); try if LookupAccountName(nil, PChar(AAccountName), lSid, lSidLen, PChar(lTmpDomain), lTmpDomainLen, lTmpSidNameUse) then begin lPrivilegeWStr := APrivilege; lPrivilege.Buffer := PWideChar(lPrivilegeWStr); lPrivilege.Length := Length(lPrivilegeWStr) * SizeOf(Char); lPrivilege.MaximumLength := lPrivilege.Length; lStatus := LsaAddAccountRights(lPolicyHandle, lSid, @lPrivilege, 1); Result := LsaNtStatusToWinError(lStatus); end else Result := GetLastError; finally FreeMem(lSid); end; finally LsaClose(lPolicyHandle); end; end; //if user does not exists, create a local username with the supplied password //if resetpassword, then reset password to the supplied parameter //add the user to the local administrators group (note that this must work //on all languages, use the SID of the group) //give the user the "run as a service" privilege. //enable the user if it is disabled. function AddUser(const username, password: PChar; resetpassword: boolean): boolean; stdcall; var NetApiStatus: NET_API_STATUS; UserInfo1003: USER_INFO_1003; // UserInfo1005: USER_INFO_1005; ui: USER_INFO_1; grp: String; sidstring: String; lgmi3: LOCALGROUP_MEMBERS_INFO_3; jwSid: TJwSecurityID; dwEntriesRead, dwEntriesTotal: PDWORD; lgi01: LOCALGROUP_USERS_INFO_0; plgi01 : PLOCALGROUP_USERS_INFO_0; i: Integer; gsl: TStringList; begin if UserExists(username) then begin if resetpassword then begin NetApiStatus := NetUserChangePassword(nil, PChar(username), PChar(''), PChar(password)); // If old password is incorrect then force password change if (NetApiStatus = ERROR_INVALID_PASSWORD) then begin UserInfo1003.usri1003_password := PChar(password); NetApiStatus := NetUserSetInfo(nil, PChar(username), 1003, @UserInfo1003, nil); end; if (NetApiStatus <> NERR_Success) and (NetApiStatus <> NERR_UserNotFound) then RaiseLastOSError(NetApiStatus); // UserInfo1005.usri1005_priv := USER_PRIV_ADMIN; // NetApiStatus := NetApiStatus and NetUserSetInfo(nil, PChar(username), 1005, @UserInfo1005, nil); end; end else begin ui.usri1_name := PChar(username); ui.usri1_password := PChar(Password); ui.usri1_password_age := 0; // ignored in this call ui.usri1_priv := USER_PRIV_USER; // ui.usri1_home_dir := nil; ui.usri1_comment := PChar(''); ui.usri1_flags := UF_SCRIPT or UF_DONT_EXPIRE_PASSWD; ui.usri1_script_path := nil; NetApiStatus := NetUserAdd(nil, 1, @ui, nil); if NetApiStatus <> NERR_Success then RaiseLastOSError(NetApiStatus); end; Result := (NetApiStatus = NERR_Success); //check if user already belongs to Administrators group if Result then begin sidstring := 'S-1-5-32-544'; //Local Administrators group jwSid := TJwSecurityID.Create(sidstring); try grp := jwSid.GetAccountName(''); finally jwSid.Free; end; gsl := TStringList.Create; try // New(plgi01); NetApiStatus := NetUserGetLocalGroups(nil, PChar(username), 0, LG_INCLUDE_INDIRECT, PByte(plgi01), MAX_PREFERRED_LENGTH, dwEntriesRead, dwEntriesTotal); if NetApiStatus = NERR_SUCCESS then showmessage('messg ' + IntTostr(dwEntriesRead^)); for i := 0 to dwEntriesRead^ - 1 do begin gsl.Add(PLOCALGROUP_USERS_INFO_0(plgi01)^.lgrui0_name); Inc(Integer(plgi01), SizeOf(Pointer)); end; Result := (NetApiStatus = NERR_Success); NetAPIBufferFree(plgi01); if Result then Result := gsl.Find(grp, i); finally gsl.Free; end; end; //Add user to administrators group if Result then begin lgmi3.lgrmi3_domainandname := PChar(UserName); NetApiStatus := NetLocalGroupAddMembers(nil, PChar(grp), 3, @lgmi3, 1); if NetApiStatus <> NERR_Success then RaiseLastOSError(NetApiStatus); end; Result := (NetApiStatus = NERR_Success); try AddPrivilegeToAccount(UserName, 'SeServiceLogonRight'); except // showmessage('messg in an Excecpt'); end; end; end. Would appreciate if someone could kindly show me how I can call this function? Thanks in advance.

    Read the article

  • DLL entry point

    - by Whyamistilltyping
    The standard DLL entry point is called DllMain. The second param is DWORD ul_reason_for_call. I have looked up on the MSDN to find all the values this can have, the following are obvious: DLL_PROCESS_ATTACH: DLL_THREAD_ATTACH: DLL_THREAD_DETACH: DLL_PROCESS_DETACH: But what about : DLL_PROCESS_VERIFIER When will the entry point be called with this flag and should I worry about it during 'normal' operation of the DLL?

    Read the article

  • wireless profile saving problem please help me out

    - by Jayjitraj
    DATA_BLOB in; DATA_BLOB out; BYTE pin=(BYTE)"FIPL2"; DWORD din=strlen((char*)pin)+1; in.pbData = pin; in.cbData = din; if(CryptProtectData(&in,L"what is it",NULL,NULL,NULL,0,&out)) { BYTE *b=out.pbData; Now I want to convert it into hexadecimal to save as my wifi password so what should i do }

    Read the article

  • How to specify dll onload function for mingw32?

    - by aking1012
    I can compile DLLs properly using mingw and do the exports/imports stuff. What I am looking for is defining the dll onload function properly as you would in MS VC products. Google didn't turn up anything. Anyone have any ideas or a link to a tutorial? It was suggested that this code snippet be added to the question: extern "C" DLL_EXPORT BOOL APIENTRY DllMain(HINSTANCE hinstDLL, DWORD Reason, LPVOID LPV) And yes, this is what I am trying to do, but with mingw.

    Read the article

  • Run-Time Check Failure #2 - Stack around the variable 'indices' was corrupted.

    - by numerical25
    well I think I know what the problem is. I am just having a hard time debugging it. I am working with the directx api and I am trying to generate a plane along the x and z axis according to a book I have. The problem is when I am creating my indices. I think I am setting values out of the bounds of the indices array. I am just having a hard time figuring out what I did wrong. I am unfamiliar with the this method of generating a plane. so its a little difficult for me. below is my code. Take emphasis on the indices loop. #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = 0.0f; vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

    Read the article

  • How to get only USB devices not all the devices in the system

    - by new
    Grretings to all, I get devices list from the system. but i am not sure that if i want to get only the usb devices currently in the system means , What class i must specify in the below code ( DWORD Flags ) hDevInfo = SetupDiGetClassDevs(&GUID_DEVINTERFACE_USB_DEVICE, 0, // Enumerator 0, DIGCF_PRESENT | DIGCF_INTERFACEDEVICE );

    Read the article

  • No matter what, I can't get this stupid progress bar to update from a thread!

    - by Synthetix
    I have a Windows app written in C (using gcc/MinGW) that works pretty well except for a few UI problems. One, I simply cannot get the progress bar to update from a thread. In fact, I probably can't get ANY UI stuff to update. Basically, I have a spawned thread that does some processing, and from that thread I attempt to update the progress bar in the main thread. I tried this by using PostMessage() to the main hwnd, but no luck even though I can do other things like open message boxes. However, it's unclear whether the message box is getting called within the thread or on the main thread. Here's some code: //in header/globally accessible HWND wnd; //main application window HWND progress_bar; //progress bar typedef struct { //to pass to thread DWORD mainThreadId; HWND mainHwnd; char *filename; } THREADSTUFF; //callback function LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam){ switch(msg){ case WM_CREATE:{ //create progress bar progress_bar = CreateWindowEx( 0, PROGRESS_CLASS, (LPCTSTR)NULL, WS_CHILD | WS_VISIBLE, 79,164,455,15, hwnd, (HMENU)20, NULL, NULL); break; } case WM_COMMAND:{ if(LOWORD(wParam)==2){ //do some processing in a thread //struct of stuff I need to pass to thread THREADSTUFF *threadStuff; threadStuff = (THREADSTUFF*)malloc(sizeof(*threadStuff)); threadStuff->mainThreadId = GetCurrentThreadId(); threadStuff->mainHwnd = hwnd; threadStuff->filename = (void*)&filename; hThread1 = CreateThread(NULL,0,convertFile (LPVOID)threadStuff,0,NULL); }else if(LOWORD(wParam)==5){ //update progress bar MessageBox(hwnd,"I got a message!", "Message", MB_OK | MB_ICONINFORMATION); PostMessage(progress_bar,PBM_STEPIT,0,CLR_DEFAULT); } break; } } } This all seems to work okay. The problem is in the thread: DWORD WINAPI convertFile(LPVOID params){ //get passed params, this works perfectly fine THREADSTUFF *tData = (THREADSTUFF*)params; MessageBox(tData->mainHwnd,tData->filename,"File name",MB_OK | MB_ICONINFORMATION); //yep PostThreadMessage(tData->mainThreadId,WM_COMMAND,5,0); //only shows message PostMessage(tData->mainHwnd,WM_COMMAND,5,0); //only shows message } When I say, "only shows message," that means the MessageBox() function in the callback works, but not the PostMessage() to update the position of the progress bar. What am I missing?

    Read the article

  • print TCHAR[] on console

    - by hara
    Hi I'm quite sure that it is a stupid issue but it drives me crazy.. how could i print on the console a TCHAR array? DWORD error = WSAGetLastError(); TCHAR errmsg[512]; int ret = FormatMessage(FORMAT_MESSAGE_FROM_SYSTEM, 0, error, 0, errmsg, 511, NULL); i need to print errmsg...

    Read the article

  • Converting different registry value types to string?

    - by Tom
    Hi, im traversing through the registry, taking the values of the keys and storing them as strings. I have discovered there are many different types. Some of these types are causing my filestream writer to fail. Is it possible to convert all of the below into a string form. The actual data value is not important, just the ability to differentiate between different values. DWORD ExpandString Binary (is this just the same as byte[] ?) MultiString

    Read the article

  • CLR Version issues with CorBindRuntimeEx

    - by Rick Strahl
    I’m working on an older FoxPro application that’s using .NET Interop and this app loads its own copy of the .NET runtime through some of our own tools (wwDotNetBridge). This all works fine and it’s fairly straightforward to load and host the runtime and then make calls against it. I’m writing this up for myself mostly because I’ve been bitten by these issues repeatedly and spend 15 minutes each However, things get tricky when calling specific versions of the .NET runtime since .NET 4.0 has shipped. Basically we need to be able to support both .NET 2.0 and 4.0 and we’re currently doing it with the same assembly – a .NET 2.0 assembly that is the AppDomain entry point. This works as .NET 4.0 can easily host .NET 2.0 assemblies and the functionality in the 2.0 assembly provides all the features we need to call .NET 4.0 assemblies via Reflection. In wwDotnetBridge we provide a load flag that allows specification of the runtime version to use. Something like this: do wwDotNetBridge LOCAL loBridge as wwDotNetBridge loBridge = CreateObject("wwDotNetBridge","v4.0.30319") and this works just fine in most cases.  If I specify V4 internally that gets fixed up to a whole version number like “v4.0.30319” which is then actually used to host the .NET runtime. Specifically the ClrVersion setting is handled in this Win32 DLL code that handles loading the runtime for me: /// Starts up the CLR and creates a Default AppDomain DWORD WINAPI ClrLoad(char *ErrorMessage, DWORD *dwErrorSize) { if (spDefAppDomain) return 1; //Retrieve a pointer to the ICorRuntimeHost interface HRESULT hr = CorBindToRuntimeEx( ClrVersion, //Retrieve latest version by default L"wks", //Request a WorkStation build of the CLR STARTUP_LOADER_OPTIMIZATION_MULTI_DOMAIN | STARTUP_CONCURRENT_GC, CLSID_CorRuntimeHost, IID_ICorRuntimeHost, (void**)&spRuntimeHost ); if (FAILED(hr)) { *dwErrorSize = SetError(hr,ErrorMessage); return hr; } //Start the CLR hr = spRuntimeHost->Start(); if (FAILED(hr)) return hr; CComPtr<IUnknown> pUnk; WCHAR domainId[50]; swprintf(domainId,L"%s_%i",L"wwDotNetBridge",GetTickCount()); hr = spRuntimeHost->CreateDomain(domainId,NULL,&pUnk); hr = pUnk->QueryInterface(&spDefAppDomain.p); if (FAILED(hr)) return hr; return 1; } CorBindToRuntimeEx allows for a specific .NET version string to be supplied which is what I’m doing via an API call from the FoxPro code. The behavior of CorBindToRuntimeEx is a bit finicky however. The documentation states that NULL should load the latest version of the .NET runtime available on the machine – but it actually doesn’t. As far as I can see – regardless of runtime overrides even in the .config file – NULL will always load .NET 2.0 even if 4.0 is installed. <supportedRuntime> .config File Settings Things get even more unpredictable once you start adding runtime overrides into the application’s .config file. In my scenario working inside of Visual FoxPro this would be VFP9.exe.config in the FoxPro installation folder (not the current folder). If I have a specific runtime override in the .config file like this: <?xml version="1.0"?> <configuration> <startup> <supportedRuntime version="v2.0.50727" /> </startup> </configuration> Not surprisingly with this I can load a .NET 2.0  runtime, but I will not be able to load Version 4.0 of the .NET runtime even if I explicitly specify it in my call to ClrLoad. Worse I don’t get an error – it will just go ahead and hand me a V2 version of the runtime and assume that’s what I wanted. Yuck! However, if I set the supported runtime to V4 in the .config file: <?xml version="1.0"?> <configuration> <startup> <supportedRuntime version="v4.0.30319" /> </startup> </configuration> Then I can load both V4 and V2 of the runtime. Specifying NULL however will STILL only give me V2 of the runtime. Again this seems pretty inconsistent. If you’re hosting runtimes make sure you check which version of the runtime is actually loading first to ensure you get the one you’re looking for. If the wrong version loads – say 2.0 and you want 4.0 - and you then proceed to load 4.0 assemblies they will all fail to load due to version mismatches. This is how all of this started – I had a bunch of assemblies that weren’t loading and it took a while to figure out that the host was running the wrong version of the CLR and therefore caused the assemblies loading to fail. Arrggh! <supportedRuntime> and Debugger Version <supportedRuntime> also affects the use of the .NET debugger when attached to the target application. Whichever runtime is specified in the key is the version of the debugger that fires up. This can have some interesting side effects. If you load a .NET 2.0 assembly but <supportedRuntime> points at V4.0 (or vice versa) the debugger will never fire because it can only debug in the appropriate runtime version. This has bitten me on several occasions where code runs just fine but the debugger will just breeze by breakpoints without notice. The default version for the debugger is the latest version installed on the system if <supportedRuntime> is not set. Summary Besides all the hassels, I’m thankful I can build a .NET 2.0 assembly and have it host .NET 4.0 and call .NET 4.0 code. This way we’re able to ship a single assembly that provides functionality that supports both .NET 2 and 4 without having to have separate DLLs for both which would be a deployment and update nightmare. The MSDN documentation does point at newer hosting API’s specifically for .NET 4.0 which are way more complicated and even less documented but that doesn’t help here because the runtime needs to be able to host both .NET 4.0 and 2.0. Not pleased about that – the new APIs look way more complex and of course they’re not available with older versions of the runtime installed which in our case makes them useless to me in this scenario where I have to support .NET 2.0 hosting (to provide greater ‘built-in’ platform support). Once you know the behavior above, it’s manageable. However, it’s quite easy to get tripped up here because there are multiple combinations that can really screw up behaviors.© Rick Strahl, West Wind Technologies, 2005-2011Posted in .NET  FoxPro  

    Read the article

  • how to use serial port in UDK using windows DLL and DLLBind directive?

    - by Shayan Abbas
    I want to use serial port in UDK, For that purpose i use a windows DLL and DLLBind directive. I have a thread in windows DLL for serial port data recieve event. My problem is: this thread doesn't work properly. Please Help me. below is my code SerialPortDLL Code: // SerialPortDLL.cpp : Defines the exported functions for the DLL application. // #include "stdafx.h" #include "Cport.h" extern "C" { // This is an example of an exported variable //SERIALPORTDLL_API int nSerialPortDLL=0; // This is an example of an exported function. //SERIALPORTDLL_API int fnSerialPortDLL(void) //{ // return 42; //} CPort *sp; __declspec(dllexport) void Open(wchar_t* portName) { sp = new CPort(portName); //MessageBox(0,L"ha ha!!!",L"ha ha",0); //MessageBox(0,portName,L"ha ha",0); } __declspec(dllexport) void Close() { sp->Close(); MessageBox(0,L"ha ha!!!",L"ha ha",0); } __declspec(dllexport) wchar_t *GetData() { return sp->GetData(); } __declspec(dllexport) unsigned int GetDSR() { return sp->getDSR(); } __declspec(dllexport) unsigned int GetCTS() { return sp->getCTS(); } __declspec(dllexport) unsigned int GetRing() { return sp->getRing(); } } CPort class code: #include "stdafx.h" #include "CPort.h" #include "Serial.h" CSerial serial; HANDLE HandleOfThread; LONG lLastError = ERROR_SUCCESS; bool fContinue = true; HANDLE hevtOverlapped; HANDLE hevtStop; OVERLAPPED ov = {0}; //char szBuffer[101] = ""; wchar_t *szBuffer = L""; wchar_t *data = L""; DWORD WINAPI ThreadHandler( LPVOID lpParam ) { // Keep reading data, until an EOF (CTRL-Z) has been received do { MessageBox(0,L"ga ga!!!",L"ga ga",0); //Sleep(10); // Wait for an event lLastError = serial.WaitEvent(&ov); if (lLastError != ERROR_SUCCESS) { //LOG( " Unable to wait for a COM-port event" ); } // Setup array of handles in which we are interested HANDLE ahWait[2]; ahWait[0] = hevtOverlapped; ahWait[1] = hevtStop; // Wait until something happens switch (::WaitForMultipleObjects(sizeof(ahWait)/sizeof(*ahWait),ahWait,FALSE,INFINITE)) { case WAIT_OBJECT_0: { // Save event const CSerial::EEvent eEvent = serial.GetEventType(); // Handle break event if (eEvent & CSerial::EEventBreak) { //LOG( " ### BREAK received ###" ); } // Handle CTS event if (eEvent & CSerial::EEventCTS) { //LOG( " ### Clear to send %s ###", serial.GetCTS() ? "on":"off" ); } // Handle DSR event if (eEvent & CSerial::EEventDSR) { //LOG( " ### Data set ready %s ###", serial.GetDSR() ? "on":"off" ); } // Handle error event if (eEvent & CSerial::EEventError) { switch (serial.GetError()) { case CSerial::EErrorBreak: /*LOG( " Break condition" );*/ break; case CSerial::EErrorFrame: /*LOG( " Framing error" );*/ break; case CSerial::EErrorIOE: /*LOG( " IO device error" );*/ break; case CSerial::EErrorMode: /*LOG( " Unsupported mode" );*/ break; case CSerial::EErrorOverrun: /*LOG( " Buffer overrun" );*/ break; case CSerial::EErrorRxOver: /*LOG( " Input buffer overflow" );*/ break; case CSerial::EErrorParity: /*LOG( " Input parity error" );*/ break; case CSerial::EErrorTxFull: /*LOG( " Output buffer full" );*/ break; default: /*LOG( " Unknown" );*/ break; } } // Handle ring event if (eEvent & CSerial::EEventRing) { //LOG( " ### RING ###" ); } // Handle RLSD/CD event if (eEvent & CSerial::EEventRLSD) { //LOG( " ### RLSD/CD %s ###", serial.GetRLSD() ? "on" : "off" ); } // Handle data receive event if (eEvent & CSerial::EEventRecv) { // Read data, until there is nothing left DWORD dwBytesRead = 0; do { // Read data from the COM-port lLastError = serial.Read(szBuffer,33,&dwBytesRead); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to read from COM-port" ); } if( dwBytesRead == 33 && szBuffer[0]=='$' ) { // Finalize the data, so it is a valid string szBuffer[dwBytesRead] = '\0'; ////LOG( "\n%s\n", szBuffer ); data = szBuffer; } } while (dwBytesRead > 0); } } break; case WAIT_OBJECT_0+1: { // Set the continue bit to false, so we'll exit fContinue = false; } break; default: { // Something went wrong //LOG( "Error while calling WaitForMultipleObjects" ); } break; } } while (fContinue); MessageBox(0,L"kka kk!!!",L"kka ga",0); return 0; } CPort::CPort(wchar_t *portName) { // Attempt to open the serial port (COM2) //lLastError = serial.Open(_T(portName),0,0,true); lLastError = serial.Open(portName,0,0,true); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to open COM-port" ); } // Setup the serial port (115200,8N1, which is the default setting) lLastError = serial.Setup(CSerial::EBaud115200,CSerial::EData8,CSerial::EParNone,CSerial::EStop1); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to set COM-port setting" ); } // Register only for the receive event lLastError = serial.SetMask(CSerial::EEventBreak | CSerial::EEventCTS | CSerial::EEventDSR | CSerial::EEventError | CSerial::EEventRing | CSerial::EEventRLSD | CSerial::EEventRecv); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to set COM-port event mask" ); } // Use 'non-blocking' reads, because we don't know how many bytes // will be received. This is normally the most convenient mode // (and also the default mode for reading data). lLastError = serial.SetupReadTimeouts(CSerial::EReadTimeoutNonblocking); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to set COM-port read timeout" ); } // Create a handle for the overlapped operations hevtOverlapped = ::CreateEvent(0,TRUE,FALSE,0);; if (hevtOverlapped == 0) { //LOG( "Unable to create manual-reset event for overlapped I/O" ); } // Setup the overlapped structure ov.hEvent = hevtOverlapped; // Open the "STOP" handle hevtStop = ::CreateEvent(0,TRUE,FALSE,_T("Overlapped_Stop_Event")); if (hevtStop == 0) { //LOG( "Unable to create manual-reset event for stop event" ); } HandleOfThread = CreateThread( NULL, 0, ThreadHandler, 0, 0, NULL); } CPort::~CPort() { //fContinue = false; //CloseHandle( HandleOfThread ); //serial.Close(); } void CPort::Close() { fContinue = false; CloseHandle( HandleOfThread ); serial.Close(); } wchar_t *CPort::GetData() { return data; } bool CPort::getCTS() { return serial.GetCTS(); } bool CPort::getDSR() { return serial.GetDSR(); } bool CPort::getRing() { return serial.GetRing(); } Unreal Script Code: class MyPlayerController extends GamePlayerController DLLBind(SerialPortDLL); dllimport final function Open(string portName); dllimport final function Close(); dllimport final function string GetData();

    Read the article

  • OpenGL loading functions error [on hold]

    - by Ghilliedrone
    I'm new to OpenGL, and I bought a book on it for beginners. I finished writing the sample code for making a context/window. I get an error on this line at the part PFNWGLCREATECONTEXTATTRIBSARBPROC, saying "Error: expected a ')'": typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*); Replacing it or adding a ")" makes it error, but the error disappears when I use the OpenGL headers included in the books CD, which are OpenGL 3.0. I would like a way to make this work with the newest gl.h/wglext.h and without libraries. Here's the rest of the class if it's needed: #include <ctime> #include <windows.h> #include <iostream> #include <gl\GL.h> #include <gl\wglext.h> #include "Example.h" #include "GLWindow.h" typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*); PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL; bool GLWindow::create(int width, int height, int bpp, bool fullscreen) { DWORD dwExStyle; //Window Extended Style DWORD dwStyle; //Window Style m_isFullscreen = fullscreen;//Store the fullscreen flag m_windowRect.left = 0L; m_windowRect.right = (long)width; m_windowRect.top = 0L; m_windowRect.bottom = (long)height;//Set bottom to height // fill out the window class structure m_windowClass.cbSize = sizeof(WNDCLASSEX); m_windowClass.style = CS_HREDRAW | CS_VREDRAW; m_windowClass.lpfnWndProc = GLWindow::StaticWndProc; //We set our static method as the event handler m_windowClass.cbClsExtra = 0; m_windowClass.cbWndExtra = 0; m_windowClass.hInstance = m_hinstance; m_windowClass.hIcon = LoadIcon(NULL, IDI_APPLICATION); // default icon m_windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); // default arrow m_windowClass.hbrBackground = NULL; // don't need background m_windowClass.lpszMenuName = NULL; // no menu m_windowClass.lpszClassName = (LPCWSTR)"GLClass"; m_windowClass.hIconSm = LoadIcon(NULL, IDI_WINLOGO); // windows logo small icon if (!RegisterClassEx(&m_windowClass)) { MessageBox(NULL, (LPCWSTR)"Failed to register window class", NULL, MB_OK); return false; } if (m_isFullscreen)//If we are fullscreen, we need to change the display { DEVMODE dmScreenSettings; //Device mode memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); dmScreenSettings.dmSize = sizeof(dmScreenSettings); dmScreenSettings.dmPelsWidth = width; //Screen width dmScreenSettings.dmPelsHeight = height; //Screen height dmScreenSettings.dmBitsPerPel = bpp; //Bits per pixel dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) { MessageBox(NULL, (LPCWSTR)"Display mode failed", NULL, MB_OK); m_isFullscreen = false; } } if (m_isFullscreen) //Is it fullscreen? { dwExStyle = WS_EX_APPWINDOW; //Window Extended Style dwStyle = WS_POPUP; //Windows Style ShowCursor(false); //Hide mouse pointer } else { dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; //Window Exteneded Style dwStyle = WS_OVERLAPPEDWINDOW; //Windows Style } AdjustWindowRectEx(&m_windowRect, dwStyle, false, dwExStyle); //Adjust window to true requested size //Class registered, so now create window m_hwnd = CreateWindowEx(NULL, //Extended Style (LPCWSTR)"GLClass", //Class name (LPCWSTR)"Chapter 2", //App name dwStyle | WS_CLIPCHILDREN | WS_CLIPSIBLINGS, 0, 0, //x, y coordinates m_windowRect.right - m_windowRect.left, m_windowRect.bottom - m_windowRect.top, //Width and height NULL, //Handle to parent NULL, //Handle to menu m_hinstance, //Application instance this); //Pass a pointer to the GLWindow here //Check if window creation failed, hwnd would equal NULL if (!m_hwnd) { return 0; } m_hdc = GetDC(m_hwnd); ShowWindow(m_hwnd, SW_SHOW); UpdateWindow(m_hwnd); m_lastTime = GetTickCount() / 1000.0f; return true; } LRESULT CALLBACK GLWindow::StaticWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { GLWindow* window = nullptr; //If this is the create message if (uMsg == WM_CREATE) { //Get the pointer we stored during create window = (GLWindow*)((LPCREATESTRUCT)lParam)->lpCreateParams; //Associate the window pointer with the hwnd for the other events to access SetWindowLongPtr(hWnd, GWL_USERDATA, (LONG_PTR)window); } else { //If this is not a creation event, then we should have stored a pointer to the window window = (GLWindow*)GetWindowLongPtr(hWnd, GWL_USERDATA); if (!window) { //Do the default event handling return DefWindowProc(hWnd, uMsg, wParam, lParam); } } //Call our window's member WndProc(allows us to access member variables) return window->WndProc(hWnd, uMsg, wParam, lParam); } LRESULT GLWindow::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_CREATE: { m_hdc = GetDC(hWnd); setupPixelFormat(); //Set the version that we want, in this case 3.0 int attribs[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, 3, WGL_CONTEXT_MINOR_VERSION_ARB, 0, 0}; //Create temporary context so we can get a pointer to the function HGLRC tmpContext = wglCreateContext(m_hdc); //Make the context current wglMakeCurrent(m_hdc, tmpContext); //Get the function pointer wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB"); //If this is NULL then OpenGl 3.0 is not supported if (!wglCreateContextAttribsARB) { MessageBox(NULL, (LPCWSTR)"OpenGL 3.0 is not supported", (LPCWSTR)"An error occured", MB_ICONERROR | MB_OK); DestroyWindow(hWnd); return 0; } //Create an OpenGL 3.0 context using the new function m_hglrc = wglCreateContextAttribsARB(m_hdc, 0, attribs); //Delete the temporary context wglDeleteContext(tmpContext); //Make the GL3 context current wglMakeCurrent(m_hdc, m_hglrc); m_isRunning = true; } break; case WM_DESTROY: //Window destroy case WM_CLOSE: //Windows is closing wglMakeCurrent(m_hdc, NULL); wglDeleteContext(m_hglrc); m_isRunning = false; //Stop the main loop PostQuitMessage(0); break; case WM_SIZE: { int height = HIWORD(lParam); //Get height and width int width = LOWORD(lParam); getAttachedExample()->onResize(width, height); //Call the example's resize method } break; case WM_KEYDOWN: if (wParam == VK_ESCAPE) //If the escape key was pressed { DestroyWindow(m_hwnd); } break; default: break; } return DefWindowProc(hWnd, uMsg, wParam, lParam); } void GLWindow::processEvents() { MSG msg; //While there are messages in the queue, store them in msg while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { //Process the messages TranslateMessage(&msg); DispatchMessage(&msg); } } Here is the header: #pragma once #include <ctime> #include <windows.h> class Example;//Declare our example class class GLWindow { public: GLWindow(HINSTANCE hInstance); //default constructor bool create(int width, int height, int bpp, bool fullscreen); void destroy(); void processEvents(); void attachExample(Example* example); bool isRunning(); //Is the window running? void swapBuffers() { SwapBuffers(m_hdc); } static LRESULT CALLBACK StaticWndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam); LRESULT CALLBACK WndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam); float getElapsedSeconds(); private: Example* m_example; //A link to the example program bool m_isRunning; //Is the window still running? bool m_isFullscreen; HWND m_hwnd; //Window handle HGLRC m_hglrc; //Rendering context HDC m_hdc; //Device context RECT m_windowRect; //Window bounds HINSTANCE m_hinstance; //Application instance WNDCLASSEX m_windowClass; void setupPixelFormat(void); Example* getAttachedExample() { return m_example; } float m_lastTime; };

    Read the article

  • getaddrinfo appears to return different results between Windows and Ubuntu?

    - by MrDuk
    I have the following two sets of code: Windows #undef UNICODE #include <winsock2.h> #include <ws2tcpip.h> #include <stdio.h> // link with Ws2_32.lib #pragma comment (lib, "Ws2_32.lib") int __cdecl main(int argc, char **argv) { //----------------------------------------- // Declare and initialize variables WSADATA wsaData; int iResult; INT iRetval; DWORD dwRetval; argv[1] = "www.google.com"; argv[2] = "80"; int i = 1; struct addrinfo *result = NULL; struct addrinfo *ptr = NULL; struct addrinfo hints; struct sockaddr_in *sockaddr_ipv4; // struct sockaddr_in6 *sockaddr_ipv6; LPSOCKADDR sockaddr_ip; char ipstringbuffer[46]; DWORD ipbufferlength = 46; /* // Validate the parameters if (argc != 3) { printf("usage: %s <hostname> <servicename>\n", argv[0]); printf("getaddrinfo provides protocol-independent translation\n"); printf(" from an ANSI host name to an IP address\n"); printf("%s example usage\n", argv[0]); printf(" %s www.contoso.com 0\n", argv[0]); return 1; } */ // Initialize Winsock iResult = WSAStartup(MAKEWORD(2, 2), &wsaData); if (iResult != 0) { printf("WSAStartup failed: %d\n", iResult); return 1; } //-------------------------------- // Setup the hints address info structure // which is passed to the getaddrinfo() function ZeroMemory( &hints, sizeof(hints) ); hints.ai_family = AF_UNSPEC; hints.ai_socktype = SOCK_STREAM; // hints.ai_protocol = IPPROTO_TCP; printf("Calling getaddrinfo with following parameters:\n"); printf("\tnodename = %s\n", argv[1]); printf("\tservname (or port) = %s\n\n", argv[2]); //-------------------------------- // Call getaddrinfo(). If the call succeeds, // the result variable will hold a linked list // of addrinfo structures containing response // information dwRetval = getaddrinfo(argv[1], argv[2], &hints, &result); if ( dwRetval != 0 ) { printf("getaddrinfo failed with error: %d\n", dwRetval); WSACleanup(); return 1; } printf("getaddrinfo returned success\n"); // Retrieve each address and print out the hex bytes for(ptr=result; ptr != NULL ;ptr=ptr->ai_next) { printf("getaddrinfo response %d\n", i++); printf("\tFlags: 0x%x\n", ptr->ai_flags); printf("\tFamily: "); switch (ptr->ai_family) { case AF_UNSPEC: printf("Unspecified\n"); break; case AF_INET: printf("AF_INET (IPv4)\n"); sockaddr_ipv4 = (struct sockaddr_in *) ptr->ai_addr; printf("\tIPv4 address %s\n", inet_ntoa(sockaddr_ipv4->sin_addr) ); break; case AF_INET6: printf("AF_INET6 (IPv6)\n"); // the InetNtop function is available on Windows Vista and later // sockaddr_ipv6 = (struct sockaddr_in6 *) ptr->ai_addr; // printf("\tIPv6 address %s\n", // InetNtop(AF_INET6, &sockaddr_ipv6->sin6_addr, ipstringbuffer, 46) ); // We use WSAAddressToString since it is supported on Windows XP and later sockaddr_ip = (LPSOCKADDR) ptr->ai_addr; // The buffer length is changed by each call to WSAAddresstoString // So we need to set it for each iteration through the loop for safety ipbufferlength = 46; iRetval = WSAAddressToString(sockaddr_ip, (DWORD) ptr->ai_addrlen, NULL, ipstringbuffer, &ipbufferlength ); if (iRetval) printf("WSAAddressToString failed with %u\n", WSAGetLastError() ); else printf("\tIPv6 address %s\n", ipstringbuffer); break; case AF_NETBIOS: printf("AF_NETBIOS (NetBIOS)\n"); break; default: printf("Other %ld\n", ptr->ai_family); break; } printf("\tSocket type: "); switch (ptr->ai_socktype) { case 0: printf("Unspecified\n"); break; case SOCK_STREAM: printf("SOCK_STREAM (stream)\n"); break; case SOCK_DGRAM: printf("SOCK_DGRAM (datagram) \n"); break; case SOCK_RAW: printf("SOCK_RAW (raw) \n"); break; case SOCK_RDM: printf("SOCK_RDM (reliable message datagram)\n"); break; case SOCK_SEQPACKET: printf("SOCK_SEQPACKET (pseudo-stream packet)\n"); break; default: printf("Other %ld\n", ptr->ai_socktype); break; } printf("\tProtocol: "); switch (ptr->ai_protocol) { case 0: printf("Unspecified\n"); break; case IPPROTO_TCP: printf("IPPROTO_TCP (TCP)\n"); break; case IPPROTO_UDP: printf("IPPROTO_UDP (UDP) \n"); break; default: printf("Other %ld\n", ptr->ai_protocol); break; } printf("\tLength of this sockaddr: %d\n", ptr->ai_addrlen); printf("\tCanonical name: %s\n", ptr->ai_canonname); } freeaddrinfo(result); WSACleanup(); return 0; } Ubuntu /* ** listener.c -- a datagram sockets "server" demo */ #include <stdio.h> #include <stdlib.h> #include <unistd.h> #include <errno.h> #include <string.h> #include <sys/types.h> #include <sys/socket.h> #include <netinet/in.h> #include <arpa/inet.h> #include <netdb.h> #define MYPORT "4950" // the port users will be connecting to #define MAXBUFLEN 100 // get sockaddr, IPv4 or IPv6: void *get_in_addr(struct sockaddr *sa) { if (sa->sa_family == AF_INET) { return &(((struct sockaddr_in*)sa)->sin_addr); } return &(((struct sockaddr_in6*)sa)->sin6_addr); } int main(void) { int sockfd; struct addrinfo hints, *servinfo, *p; int rv; int numbytes; struct sockaddr_storage their_addr; char buf[MAXBUFLEN]; socklen_t addr_len; char s[INET6_ADDRSTRLEN]; memset(&hints, 0, sizeof hints); hints.ai_family = AF_UNSPEC; // set to AF_INET to force IPv4 hints.ai_socktype = SOCK_DGRAM; hints.ai_flags = AI_PASSIVE; // use my IP if ((rv = getaddrinfo(NULL, MYPORT, &hints, &servinfo)) != 0) { fprintf(stderr, "getaddrinfo: %s\n", gai_strerror(rv)); return 1; } // loop through all the results and bind to the first we can for(p = servinfo; p != NULL; p = p->ai_next) { if ((sockfd = socket(p->ai_family, p->ai_socktype, p->ai_protocol)) == -1) { perror("listener: socket"); continue; } if (bind(sockfd, p->ai_addr, p->ai_addrlen) == -1) { close(sockfd); perror("listener: bind"); continue; } break; } if (p == NULL) { fprintf(stderr, "listener: failed to bind socket\n"); return 2; } freeaddrinfo(servinfo); printf("listener: waiting to recvfrom...\n"); addr_len = sizeof their_addr; if ((numbytes = recvfrom(sockfd, buf, MAXBUFLEN-1 , 0, (struct sockaddr *)&their_addr, &addr_len)) == -1) { perror("recvfrom"); exit(1); } printf("listener: got packet from %s\n", inet_ntop(their_addr.ss_family, get_in_addr((struct sockaddr *)&their_addr), s, sizeof s)); printf("listener: packet is %d bytes long\n", numbytes); buf[numbytes] = '\0'; printf("listener: packet contains \"%s\"\n", buf); close(sockfd); return 0; } When I attempt www.google.com, I don't get the ipv6 socket returned on Windows - why is this? Outputs: (ubuntu) caleb@ub1:~/Documents/dev/cs438/mp0/MP0$ ./a.out www.google.com IP addresses for www.google.com: IPv4: 74.125.228.115 IPv4: 74.125.228.116 IPv4: 74.125.228.112 IPv4: 74.125.228.113 IPv4: 74.125.228.114 IPv6: 2607:f8b0:4004:803::1010 Outputs: (win) Calling getaddrinfo with following parameters: nodename = www.google.com servname (or port) = 80 getaddrinfo returned success getaddrinfo response 1 Flags: 0x0 Family: AF_INET (IPv4) IPv4 address 74.125.228.114 Socket type: SOCK_STREAM (stream) Protocol: Unspecified Length of this sockaddr: 16 Canonical name: (null) getaddrinfo response 2 Flags: 0x0 Family: AF_INET (IPv4) IPv4 address 74.125.228.115 Socket type: SOCK_STREAM (stream) Protocol: Unspecified Length of this sockaddr: 16 Canonical name: (null) getaddrinfo response 3 Flags: 0x0 Family: AF_INET (IPv4) IPv4 address 74.125.228.116 Socket type: SOCK_STREAM (stream) Protocol: Unspecified Length of this sockaddr: 16 Canonical name: (null) getaddrinfo response 4 Flags: 0x0 Family: AF_INET (IPv4) IPv4 address 74.125.228.112 Socket type: SOCK_STREAM (stream) Protocol: Unspecified Length of this sockaddr: 16 Canonical name: (null) getaddrinfo response 5 Flags: 0x0 Family: AF_INET (IPv4) IPv4 address 74.125.228.113 Socket type: SOCK_STREAM (stream) Protocol: Unspecified Length of this sockaddr: 16 Canonical name: (null)

    Read the article

  • How to enable "Sleep" for Windows 2012 server

    - by Ramesh
    I recently installed Windows Server 2012. This will serve as the dev-instance for our engineers and will be accessed in multiple time zones. I therefore plan to run this 24x7 but want to conserve energy by going to sleep mode when not in use & enable Wake-On-Magic-Packet. Based on the previous post it appears that there is no option to sleep Win Server 2012 with Hyper-V. Since I don't care much about virtualization now, I uninstalled Hyper-V. In addition to this, I have done the following 1) Ran powercfg -a. Don't find sleep. 2) Added [HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\hvboot] "Start"=dword:00000003 to try gaining sleep - no luck! 3) Only see Shutdown and Restart in power options. Please help me sleep and save the planet :-) Thanks, Ramesh

    Read the article

  • Viewing CHM Files Across The Network in Windows 7

    - by Lukas Cenovsky
    When I try to open .chm help from a network shared drive I receive the following error: Navigation to the webpage was canceled. I know about the .reg solution described on KB896054 [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\HTMLHelp\1.x\ItssRestrictions] "MaxAllowedZone"=dword:00000001 but it does not work in Windows 7. Any ideas how to make .chm help available from the network drives? Edit: I have the network path mapped to P: drive letter. My program runs from P: and I want to see the help for it. Copying the program to local drive is not a solution for me.

    Read the article

< Previous Page | 4 5 6 7 8 9 10 11 12 13 14 15  | Next Page >